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Ok after discovering that my friend had misinterpreted the vampire special rule we decided to move our re-match closer so here it is, the army lists are pretty much the same with several changes here and there.
Lizardmen (new army book, me)
Slann (in unit of temple guard)
Lore of Heavens
4 disciplines- Soul of Stone, Unfathomable presence, focused rumination, focus of mystery.
Cupped hand of the old ones, diadem of power, Curse charm of tepok.---515pts
Oldblood (accompanying the cold one cavalry)
Light armour, Shield, Carnosaur, blade of realities-----446pts
Skink priest (2 taken as listed here )
1x dispel scroll----125pts each
Saurus x24 (1 taken as listed here)
champion, musician, standard-----282pts each
x32, 4 kroxigor, standard, musician-----394pts
Temple Guard (accompany slann)
x10, revered guardian with sword of the hornet, musician, standard, totem of prophecy------270
Cold one Cavalry x6
Ancient Stegadons (2 taken)
Vampire Counts (my friend)
Lord of the dead
Summon creatures of the night
Sceptre de Noirot, Gem of blood, flayed hauberk, sword of kings------395pts
Vampire (3 taken as listed here)
Dark acolyte, lord of the dead, 2x dispel scroll------245pts each
Skeleton warriors (3 taken as listed here each with a hero level vampire)
x30, Champion, musician, standard bearer------260pts each
x20, doom wolf-----190pts
Grave Guard(with the Vampire Lord)
x20, Seneshal Banner of the barrows-----pts297
Black Coach (3 taken !!!)
-----200 pts each
This time round I made several quite large changes whereas my friend (whom I am now tired of calling my friend so I shall refer to him as player B for now on) decided to leave3 his army exactly as it was.
As before the table we played on had a large open space in the middle with an 8 inch thick wood running down the left hand side
We rolled to deploy first and this time I won
I started by deploying my saurus units on the far left of the board. He responded with the dire wolves, next came the skink unit on the right met with a unit of skeletons. I placed the Stegadons and cold one riders alongside these skinks to which he answered with the 3 black coaches. The skink priest was placed with the skink unit. The slann was deployed with the temple guard next to the saurus on the left, to which he responded with his grave guard and remaining 2 skeleton units.
I realise I left this section out of the previous report.
Skink priests and Slann
One of these got uranons thunderbolt and comet of cassandora, the other got celestial shield and uranons thunderbolt , the slann chose lore of heavens.
His basic vampires all managed to get dance macabre with 2 getting summon undead horde and another getting curse of years. His lord got raise dead, dance macabre, gaze of nagash and wind of undeath.
Turn 1: I won the roll to go first. I began moving the fast side of my army along the right flank of the board, the temple guard and saurus stayed where they were. The magic phase began with both skink priests casting uranons thunderbolt on one of the black coaches. Both of these got through due to him saving his dispel dice for the slann. One of these caused 5 hits the other caused 4, of these a generous 5 caused wounds on the coach 3 of which were saved by his ward. Determined to bring one of the coaches down in the first turn I targeted another thunderbolt at it from the slann he failed to dispel this and this went on to cause a further 2 wounds on the coach only 1 of which was saved by its ward causing the first coach to fall before even moving, not a bad start. With the slanns remaining power dice I attempted comet of cassandora rolling 13 to cast though this was removed with one of his scrolls. Evocation had removed 1 dice at the start of the phase though this was on the coach destroyed.
He began moving forward on all fronts even daring to bring his coaches and wolves within charge range of my cold one riders. His magic phase began with evocation removing 2 of his dice and causing 1 of the coaches to be able to fly and the other to gain additional impact hits. He began by using all his lordsí dice to attempt to cast wind of undeath though this was removed through use of one of my scrolls. The vampires all attempted to cast dance macabre on their units though none of these got through due to my army of dispel dice and lucky rolling.
Turn 2: Once again the coachesí moving forward was too tempting, in went the cold one knights with the stegadon and skinks moving up just behind them to provide support. The slann and saurus remained on their corner gathering dust. The magic phase involved both skink priests again casting uranons thunderbolt targeting both the grave guard and the dire wolves. The grave guard we saved losses as the spell targeting them was dispelled while the one targeting the wolves failed to reach the required level. The slann again cast uranons thunderbolt at the grave guard only to score a roll of two 2s and a 1 on the dice (dangerously close to a repeat of last time). Comet of cassandora, this time, was more successful with an irresistible force rolled and was placed in front of the advancing grave guard and skeletons. Evocation removed no dice. The skinks lobbed javelins at the dire wolves causing 1 wound and the giant blowpipes on the closest stegadon caused a further 4 wounds. Unsure as to whether the oldbloods blade of realities would have any effect on the black coach (please correct me if we made the wrong choice here) we decided to treat it without the special rules. Little did it matter however as the oldblood and carnosaur on their own caused 3 wounds to one of the coaches with the cavalry causing a further wound bringing another chariot to the ground. The remaining chariot caused 3 wound on the riders and lost combat by 3 points leaving it with 1 wound.
The comet decided not to come down. The skeleton unit on the right of the board charged headlong into the saurus cavalry alongside the remaining chariot while the wolves charged the skinks in front of them. The grave guard and skeleton units on the left moved further forward towards my temple guard and saurus leaving them within range to charge next turn. The coach absorbed one of his dice gaining the hate all enemies rule. The vampire in combat managed to give the wolves back 1 wound. The vampire lord once again attempted to cast wind of undeath with all his dice for some unclear reason to which I responded with using all my slanns dispel dice to get rid of. Bad news though as one of the remaining vampires got an irresistible on dance macabre targeting his own unit and charged them into the Temple Guard. The revered guardian killed 3 skeletons followed by the skeletons failing to inflict any wounds and suffering another 4 back in return from the temple guard. Losing the combat by 3 he was left with a unit of 19 skeletons. The oldblood challenged the vampire leader of the skeletons, who had charged him, to which the coward responded by fleeing to the back of his unit. The skeletons caused no wounds on the cavalry suffering 3 in return while the oldblood successfully smashed apart the last coach. The wolves killed off 4 skinks suffering 8 wounds in return from the combined might of the kroxigor and skinks (when I say combined might I refer to the skinks killing 1 of the things). The wolves lost combat by 6 leaving 2 of their number to hold up the skinks.
Turn 3: The comet still didnít come downThe Stegadons moved round beside the skeletons on the right planning to flank them next turn the saurus stayed where they were, fearing a flank charge from the other unit of unengaged skeletons on the left of the board. Magic was uneventful as the skink priest in the middle failed to cast uranons thunderbolt and the slanns attempt at this spell was dispelled with another scroll. The oldblood once again challenged the vampire in combat with him who once again refused doing nothing for a second turn in a row. The remaining 3 cavalry caused 4 wounds on the skeletons with the carnosaur causing 2 and the oldblood causing 4. In return the skeletons struck down another rider. Meaning that overall they lost combat by 6 leaving them with 11 models. The skinks finished off the remainder of the wolves without help from the kroxigor (much to our surprise). The Temple guard continued to do well on the other side of the board causing 11 wounds in total including those from the revered guardian and losing none in return thus finishing off another skeleton unit to combat res.
The comet didnít come down. Presumably angered by the piecemeal annihilation suffered by his other skeleton unit in charged his grave guard into the temple guard and his other skeleton unit into the saurus. The lord raised 10 zombies next to the saurus in the magic phase which the vampire in the surviving skeleton unit on that side of the board cast another irresistible for dance macabre binging them into the flank of the saurus. The surviving coward vampire on the other side of the board managed to resurrect 6 of his unit, only to have all of them cut down by the oldblood and carnosaur furious at YET ANOTHER refused challenge though little good it did him as with no attacks back he crumbled out of existence to combat res. Back on the other side of the board however the battle was not going well. The vampire lord challenged the revered guardian causing a 3 wound overkill before the remaining grave guard caused 4 wounds back on the temple guard outnumbered and out powered the surviving guard then proceed to roll three 5s for a break test thus fleeing and being overran by the vengeful dead. The saurus unit suffered a similar fate with the champion killed in a challenge (at least he accepted it) and 3 more losses with only 1 wound in return followed by fleeing and another overrun. Certainly a lot more carnage inflicted on me than the last battle.
Turn 4: The comet didnít come down. Somewhat shocked by the loss of a third of my armies point cost but bolstered by remembering that my foe had lost a lot more than that on the other side of the board i wheeled the Stegadons, skinks and remaining cavalry to face the surviving undead. I advanced forward at a reduced rate so as to avoid the risk of being charged. Uranons thunderbolts from the skink priests were dispelled by the last of his dispel scrolls and there was no combat.
The comet didnít come down. Emboldened by his success on the left of the board he formed his undead into a line and waited. His spell casting added another 10 zombies to the previously created unit bringing their numbers to 20 the remaining vampire added a further 5 to this unit.
Turn 5: The comet didnít come down. Daring him to move forward I stayed where I was and unleashed another barrage of thunderbolts at him one of which got through and caused 4 wounds on the grave guard.
The comet didnít come down. Possibly because he feared the now possible massive arrival of the comet, or maybe because his army of zombies made him feel big, Player B advanced towards my army putting him in range for several charges next turn. His lord cast gaze of nagash on irresistible force at one my skink unit causing 6 wounds. The other vampire who seemed to have become obsessed with creating zombies added a further 10 zombies to the now huge unit and the magic phase ended.
Turn 6: The comet didnít come down. After considering that a landing comet would have an 8x d6 inch area of effect i considered it prudent to try to finish the battle quickly the oldblood and cavalry charge into the grave guard with the 2 Stegadons hurling themselves into the skeletons. The skinks decided to brave the seething mass of zombies and charged along with the lone wizard who had nothing better to do. No shooting or magic so onto combat. I declared a challenge with my oldblood and he graciously accepted before realising exactly what the blade of realities does. Even with leadership 10 he knew that the odds were against him even before we rolled dice and sure enough out of the 4 hits I inflicted on his vampire he failed the leadership on one of them and his precious lord was made into soup. This seemed to un-nerve player B as he proceeded to roll terrible dice for his armies crumbling tests. 8 zombies returned to their graves after being disturbed for but a short time, 4 skeletons crumbled and the grave guard failed epically by rolling double 6 and losing 6 models. The grave guard then lost 3 more of their number to the cavalryís assault. Not sure about rules for overkill wounds from the blade of reality we ignored these meaning that he won would have won the combat if not for the effects of the crumbling. As it happened it ended as a draw. The stegadons caused a hullabaloo amongst the skeletons one killing 6 upon impact followed by another 3 in combat thile the other killed 4 upon impact with another 2 lost in combat. With no wounds back and now outnumbered by the Stegadons unit strength the remaining 11 skeletons and vampire fell to only 1 skeleton left with the vampire. The zombies suffered 12 wounds from the skinks and kroxigor and returned none losing the combat
The comet didnít come down. Player B conceded defeat to me after realising that so many zombies were no real use and fearing the unholy annihilation caused by the comet when it landed.
All in all it was a far more balanced game than the last fight and hopefully we dint misinterpret any rules this time, for those of you who care we kept rolling and for some absurd reason it was another 4 player turns before that damn comet would have come down and we couldnít be bothered to figure out how much it would have hurt. Anyway hope you liked this report and if there are any problems with our somewhat edgy interpretation of the rules please post so that we can iron them out in the future. Thanks.
Nice report, grats on the follow-up victory. But::omy friend (whom I am now tired of calling my friend so I shall refer to him as player B for now on)
I can't recall the exact wording of the blade of realities, so can't comment on that vs Black Coach... but a few things I noticed:
- When you issue a challenge, you issue a general challenge and the opposing player can choose who accepts the challenge (ie, you can't challenge a specific character). However, if they refuse the challenge, then *you* get to pick who goes and hides in the back.
- Black Coaches go in order on the charge when they steal dice, they don't roll to see which power they get.
- You pool all your dispel dice together and can use as many as you want, you don't actually have individual wizards roll to dispel things. So, if you have 7 dice from 3 wizards + base pool, you could potentially use them all on a single spell if you so desired.
- Crumbling is done at the end of the phase in which the VC general dies.. so all combats take place and are resolved before crumbles start.
- Blade of realities vs. overkill.. Every failed LD test would grant you wounds equal to the amount that he had left going into the phase. Then you resolve the passed LD tests as you normally do, granting 1 per for each normally inflicted wound. So, for example, lets say you were fighting against a 3 wound model who had previously suffered a wound and had 2 left. You hit him 4 times, he fails 2 tests.. then of the remaining 2 hits, you wound him twice and he fails 1 save. You have now 4 wounds (2x2 from failed LD tests) + 1 from regular failed save = 5 (2+3 overkill) combat res.
And uhh, yeah, your list got a bit meaner with the changes you made. :p
Also, my god, what kinda comet were you calling down?!?! Biggest I've ever heard of, heh.
The bleeding comet would have come to a 13x modifyer if it had come down and can you expand on the bit about challenges and the coaches absorbing dice cos both were areas we were slightly unsure about as his army book mentioned on situations where you would have more than 1 coach abosorbing.
also wots :o about the player B thing >: )
Challenges - Players have the option of "issuing a challenge" (starting with the player whose turn it is). To do so, you nominate your character that is basically calling out for someone in the enemy unit(s) to fight you one-on-one. Then, the opponent has the choice of whether or not they wish to accept your challenge. Additionally, if they choose to accept the challenge, they get to choose *who* will be participating. That is, you can only issue a generic challenge, you cannot challenge a specific enemy character (unless you have a special rule that allows such).
Now, if your opponent refuses your challenge, *then* you get to pick which enemy character has to go to the back and not participate (of those that were valid choices to accept the challenge).
Black Coaches - They have a table of abilities that they gain when they start to absorb dice. There are 6 abilities, which I can't remember off the top of my head, but couldn't post here even if I did as it would probably violate ToS.. Anyway, they are numbered in a specific order. Such as:
and so on.
When the black coach absorbs a die, you don't roll but start a counter. So for the first die, you have a "1". After it's taken 3, you'll increase your counter to "3". The value indicates what powers you gain. You have the power that you're currently on, and also everything before it... so if you have a "3", you have powers 1, 2, and 3. It's very different from the new WoC Eye of the Gods table.
Makes it much more balanced, otherwise you could potentially have a flying ethereal terror causing chariot after stealing only 2 dice :p
And the last thing was just about the wording, maybe (hopefully) I read too much into it.. sounded like there might have been some form of hard feelings or something that arose by changing "friend" to "player B".
nah we just do it to annoy each other and the thing that i didnt understand with the challenges was that as I challenged his vampire then surely it makes sense that if he refuses then it is indeed his vampire who would go to the back but i dunno if u mean that his skeleton champion then has to accept the challenge.
I'm glad to see that your re-match played out like a decent fight, although I just spotted something with both of your army lists.. aren't you both a little bit short on core? You have listed one unit of saurus and one unit of skinks, while the VC player/player B have three units of skeleton warriors. 3000 points demand 4+ core units and dire wolves do not count towards that minimum limit.
Congratulations on the second victory, still!
When you declare a challenge, you don't pick anyone in particular that you are challenging. Your opponent has the choice of meeting the challenge with any model eligible (a character or a unit champion), or declining the challenge. If he declines you get to choose one model that could have accepted and move him to the back of the unit.
Secondly, you slann has both the cupped hands and diadem. As they are both arcane items you may only have one of them.
I am right 94% of the time, why worry about the other 3%.
Ok i get the whole challenge thing better now thanks. The arcane item thing was a mistake on my behalf and the lack of core units is because both of us prefer to take fewer core units when not playing in gw or tournaments because it enables us to have fights with more high cost rare an special units
Did your slann cast that comet? Its a remain in play, so to keep it up for all those rounds he wouldn't be able to cast anything else I don't believe.
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well we had discussed this in my local gw a while back and we came to the conclusion that as in the comets rules it says nothing about it lasting until the wizard attempts to cast another spell or it is dispelled then casting more spells shouldnt dispel it. Dunno if u've heard official rules bout it because it would be usefull if you had as nobody who attends regularly seemed to know about this.